mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
feat(Blenvy:Bevy): almost complete rework of blueprint spawning workflow (wip)
* added logic to track spawning of sub blueprints * added ability to determine when a blueprint instance is truly ready (aka all its assets have been loaded, blueprint scene & sub scenes spawned & processed etc) * reworked spawning steps for more determinism & reliability * no more "seperate" spawning post process * lots of related changes * still messy but functional
This commit is contained in:
parent
07d58467c4
commit
6dde9823ed
@ -1,10 +1,10 @@
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use bevy::{math::Vec3A, prelude::*, render::primitives::Aabb};
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use crate::{BlenvyConfig, Spawned};
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use crate::{BlenvyConfig, BlueprintReadyForFinalizing, BlueprintReadyForPostProcess};
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/// helper system that computes the compound aabbs of the scenes/blueprints
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pub fn compute_scene_aabbs(
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root_entities: Query<(Entity, &Name), (With<Spawned>, Without<Aabb>)>,
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root_entities: Query<(Entity, &Name), (With<BlueprintReadyForPostProcess>, Without<Aabb>)>,
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children: Query<&Children>,
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existing_aabbs: Query<&Aabb>,
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@ -21,10 +21,10 @@ pub fn compute_scene_aabbs(
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.aabb_cache
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.get(&name.to_string())
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.expect("we should have the aabb available");
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commands.entity(root_entity).insert(*aabb);
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commands.entity(root_entity).insert(*aabb).insert(BlueprintReadyForFinalizing);
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} else {
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let aabb = compute_descendant_aabb(root_entity, &children, &existing_aabbs);
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commands.entity(root_entity).insert(aabb);
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commands.entity(root_entity).insert(aabb).insert(BlueprintReadyForFinalizing);
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blenvy_config.aabb_cache.insert(name.to_string(), aabb);
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}
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}
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@ -108,36 +108,35 @@ impl Plugin for BlueprintsPlugin {
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blueprints_prepare_spawn,
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blueprints_check_assets_loading,
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blueprints_assets_ready,
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blueprints_check_blueprints_spawning,
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// blueprints_spawn,
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blueprints_scenes_spawned,
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blueprints_transfer_components,
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(compute_scene_aabbs, apply_deferred)
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.chain(),
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// .run_if(aabbs_enabled),
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apply_deferred,
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blueprints_finalize_instances,
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/*(
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prepare_blueprints,
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blueprints_check_assets_loading,
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blueprints_spawn,
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apply_deferred,
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)
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.chain(),*/
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(compute_scene_aabbs, apply_deferred)
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.chain()
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.run_if(aabbs_enabled),
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apply_deferred,
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(
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materials_inject,
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check_for_material_loaded,
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materials_inject2,
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)
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.chain()
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.chain()*/
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)
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.chain()
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.in_set(GltfBlueprintsSet::Spawn),
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)
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.add_systems(
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/* .add_systems(
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Update,
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(spawned_blueprint_post_process, apply_deferred)
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.chain()
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.in_set(GltfBlueprintsSet::AfterSpawn),
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)
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)*/
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/* .add_systems(
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Update,
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(
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@ -1,6 +1,6 @@
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use std::path::{Path, PathBuf};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::{hashbrown::HashMap}};
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use bevy::{asset::LoadedUntypedAsset, ecs::entity, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
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use serde_json::Value;
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use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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@ -257,77 +257,6 @@ pub(crate) fn blueprints_check_assets_loading(
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}
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}
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/*
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pub(crate) fn hot_reload_asset_check(
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mut blueprint_assets: Query<
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(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState)>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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){
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for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut() {
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let asset_id = tracker.id;
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asset_server.is_changed()
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if asset_server.load_state(asset_id) == bevy::asset::LoadState::
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match asset_server.load_state(asset_id) {
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bevy::asset::LoadState::Failed(_) => {
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failed = true
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},
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_ => {}
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}
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}
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//AssetEvent::Modified`
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}
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}*/
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use bevy::asset::AssetEvent;
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pub(crate) fn react_to_asset_changes(
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mut gltf_events: EventReader<AssetEvent<Gltf>>,
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mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
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mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for event in gltf_events.read() {
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// LoadedUntypedAsset
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match event {
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AssetEvent::Modified { id } => {
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// React to the image being modified
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// println!("Modified gltf {:?}", asset_server.get_path(*id));
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for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut() {
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if asset_server.get_path(*id).is_some() {
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if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
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println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
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if children.is_some() {
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for child in children.unwrap().iter(){
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commands.entity(*child).despawn_recursive();
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}
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}
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commands.entity(entity)
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.remove::<BlueprintAssetsLoaded>()
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.remove::<SceneInstance>()
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.remove::<BlueprintAssetsLoadState>()
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.insert(SpawnHere);
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break;
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}
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}
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}
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}
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}
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_ => {}
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}
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}
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}
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pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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(
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@ -361,9 +290,14 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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name,
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) in spawn_placeholders.iter()
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{
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info!(
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"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {:?}, parent:{:?}",
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/*info!(
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"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {:}, parent:{:?}",
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blueprint_info.name, name, entity, original_parent
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);*/
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info!(
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"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {}",
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blueprint_info.name, name, entity
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);
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// info!("attempting to spawn {:?}", model_path);
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@ -433,94 +367,192 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct SubBlueprintsSpawnTracker{
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sub_blueprint_instances: HashMap<Entity, bool>
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pub sub_blueprint_instances: HashMap<Entity, bool>
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}
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct SpawnTrackRoot(Entity);
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pub struct SpawnTrackRoot(pub Entity);
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pub(crate) fn blueprints_check_blueprints_spawning(
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foo: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
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spawning_blueprints: Query<(Entity, Option<&Name>, Option<&Children>), Added<BlueprintSpawned>>,
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct BlueprintSceneSpawned;
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mut trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker)>,
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct BlueprintChildrenReady;
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct BlueprintReadyForPostProcess;
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pub(crate) fn blueprints_scenes_spawned(
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spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
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with_blueprint_infos : Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
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all_children: Query<&Children>,
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mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
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mut commands: Commands,
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) {
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for (entity, name, children, track_root) in foo.iter(){
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info!("Done spawning blueprint scene for {:?} (track root: {:?})", name, track_root);
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for (entity, name, children, track_root) in spawned_blueprint_scene_instances.iter(){
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info!("Done spawning blueprint scene for entity named {:?} (track root: {:?})", name, track_root);
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let mut sub_blueprint_instances: Vec<Entity> = vec![];
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let mut tracker_data: HashMap<Entity, bool> = HashMap::new();
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if children.is_some() {
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//println!("has children");
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let children = children
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.expect("there should be some children of the current blueprint instance");
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if children.is_some() {
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for child in all_children.iter_descendants(entity) {
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if with_blueprint_infos.get(child).is_ok() {
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sub_blueprint_instances.push(child);
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tracker_data.insert(child, false);
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if track_root.is_some() {
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let prev_root = track_root.unwrap().0;
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// if we already had a track root, and it is different from the current entity , change the previous track root's list of children
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if prev_root != entity {
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let mut tracker = sub_blueprint_trackers.get_mut(prev_root).expect("should have a tracker");
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tracker.1.sub_blueprint_instances.remove(&child);
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}
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}
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commands.entity(child).insert(SpawnTrackRoot(entity));// Injecting to know which entity is the root
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}
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}
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/*for child in children.iter() {
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// println!(" child: {:?}", child);
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/*if with_blueprint_infos.get(*child).is_ok() {
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sub_blueprint_instances.push(*child);
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} */
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all_children
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if let Ok(sub_children) = all_children.get(*child) {
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for sub_child in sub_children.iter() {
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if with_blueprint_infos.get(*sub_child).is_ok() {
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sub_blueprint_instances.push(*sub_child);
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}
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}
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}
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}*/
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}
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println!("sub blueprint instances {:?}", sub_blueprint_instances);
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// TODO: how about when no sub blueprints are present
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if tracker_data.keys().len() > 0 {
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commands.entity(entity)
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.insert(SubBlueprintsSpawnTracker{sub_blueprint_instances: tracker_data.clone()});
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}else {
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commands.entity(entity).insert(BlueprintChildrenReady);
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}
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}
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}
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// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
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// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
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use crate::{
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CopyComponents,
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};
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use std::any::TypeId;
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/// this system is in charge of doing component transfers & co
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/// - it removes one level of useless nesting
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/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
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/// - it copies the children of the blueprint scene into the original entity
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/// - it add `AnimationLink` components so that animations can be controlled from the original entity
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pub(crate) fn blueprints_transfer_components(
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foo: Query<(
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Entity,
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&Children,
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&OriginalChildren,
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Option<&Name>,
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Option<&SpawnTrackRoot>),
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Added<BlueprintChildrenReady>
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>,
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mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
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all_children: Query<&Children>,
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mut commands: Commands,
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all_names: Query<&Name>
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) {
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for (original, children, original_children, name, track_root) in foo.iter() {
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println!("YOOO ready !! {:?}", name);
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if children.len() == 0 {
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warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
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continue;
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}
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// the root node is the first & normally only child inside a scene, it is the one that has all relevant components
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let mut blueprint_root_entity = Entity::PLACEHOLDER; //FIXME: and what about childless ones ?? => should not be possible normally
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// let diff = HashSet::from_iter(original_children.0).difference(HashSet::from_iter(children));
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// we find the first child that was not in the entity before (aka added during the scene spawning)
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for child in children.iter() {
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if !original_children.0.contains(child) {
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blueprint_root_entity = *child;
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break;
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}
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}
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// copy components into from blueprint instance's blueprint_root_entity to original entity
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commands.add(CopyComponents {
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source: blueprint_root_entity,
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destination: original,
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exclude: vec![TypeId::of::<Parent>(), TypeId::of::<Children>()],
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stringent: false,
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});
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// we move all of children of the blueprint instance one level to the original entity to avoid having an additional, useless nesting level
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if let Ok(root_entity_children) = all_children.get(blueprint_root_entity) {
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for child in root_entity_children.iter() {
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// info!("copying child {:?} upward from {:?} to {:?}", names.get(*child), blueprint_root_entity, original);
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commands.entity(original).add_child(*child);
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}
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}
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commands.entity(original)
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.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can now it is now their "turn"
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// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
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//commands.entity(original).remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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//commands.entity(original).remove::<BlueprintAssetsLoaded>();
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commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
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// now check if the current entity is a child blueprint instance of another entity
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// this should always be done last, as children should be finished before the parent can be processed correctly
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if let Some(track_root) = track_root {
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//println!("got some root");
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if let Ok((s_entity, mut tracker)) = trackers.get_mut(track_root.0) {
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// println!("found the tracker, setting loaded for {}", entity);
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tracker.sub_blueprint_instances.entry(entity).or_insert(true);
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tracker.sub_blueprint_instances.insert(entity, true);
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// println!("got some root {:?}", root_name);
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if let Ok((s_entity, mut tracker, bp_info)) = sub_blueprint_trackers.get_mut(track_root.0) {
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tracker.sub_blueprint_instances.entry(original).or_insert(true);
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tracker.sub_blueprint_instances.insert(original, true);
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// TODO: ugh, my limited rust knowledge, this is bad code
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let mut all_spawned = true;
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for key in tracker.sub_blueprint_instances.keys() {
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let val = tracker.sub_blueprint_instances[key];
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println!("Key: {key}, Spawned {}", val);
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}
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for val in tracker.sub_blueprint_instances.values() {
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println!("spawned {}", val);
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if !val {
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all_spawned = false;
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break;
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}
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}
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if all_spawned {
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println!("ALLLLL SPAAAAWNED for {}", track_root.0)
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// println!("ALLLLL SPAAAAWNED for {} named {:?}", track_root.0, root_name);
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commands.entity(track_root.0).insert(BlueprintChildrenReady);
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}
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}
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}
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println!("sub blueprint instances {:?}", sub_blueprint_instances);
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commands.entity(entity)
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.insert(SubBlueprintsSpawnTracker{sub_blueprint_instances: tracker_data.clone()});
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}
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/*for(entity, name, children) in spawning_blueprints.iter() {
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println!("checking for spawning state of sub blueprints for {:?}", name);
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}*/
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}
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct BlueprintReadyForFinalizing;
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pub(crate) fn blueprints_finalize_instances(
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blueprint_instances: Query<(Entity, Option<&Name>), (With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>)>,
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mut commands: Commands,
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) {
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for (entity, name) in blueprint_instances.iter() {
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info!("Finalizing blueprint instance {:?}", name);
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commands.entity(entity)
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.remove::<SpawnHere>()
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.remove::<BlueprintSpawning>()
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.insert(BlueprintSpawned)
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.insert(Visibility::Visible)
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;
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}
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}
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/*
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BlueprintSpawning
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- Blueprint Load Assets
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@ -530,18 +562,61 @@ BlueprintSpawning
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=> annoying issue with the "nested" useless root node created by blender
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=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
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- Blueprint sub_blueprints Ready
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if all children are ready
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- Blueprints post process
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- generate aabb (need full hierarchy in its final form)
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- materials ?
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*/
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|
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// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
|
||||
// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
|
||||
pub fn track_sub_blueprints(
|
||||
spawning_blueprints: Query<(Entity, Option<&Name>, Option<&Children>), Added<BlueprintSpawned>>
|
||||
|
||||
|
||||
|
||||
// HOT RELOAD
|
||||
|
||||
|
||||
use bevy::asset::AssetEvent;
|
||||
|
||||
pub(crate) fn react_to_asset_changes(
|
||||
mut gltf_events: EventReader<AssetEvent<Gltf>>,
|
||||
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
|
||||
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
|
||||
) {
|
||||
for(entity, name, children) in spawning_blueprints.iter() {
|
||||
println!("checking for spawning state of sub blueprints for {:?}", name);
|
||||
|
||||
for event in gltf_events.read() {
|
||||
// LoadedUntypedAsset
|
||||
match event {
|
||||
AssetEvent::Modified { id } => {
|
||||
// React to the image being modified
|
||||
// println!("Modified gltf {:?}", asset_server.get_path(*id));
|
||||
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
if asset_server.get_path(*id).is_some() {
|
||||
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
|
||||
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
|
||||
if children.is_some() {
|
||||
for child in children.unwrap().iter(){
|
||||
commands.entity(*child).despawn_recursive();
|
||||
}
|
||||
}
|
||||
commands.entity(entity)
|
||||
.remove::<BlueprintAssetsLoaded>()
|
||||
.remove::<SceneInstance>()
|
||||
.remove::<BlueprintAssetsLoadState>()
|
||||
.insert(SpawnHere);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -5,7 +5,7 @@ use bevy::prelude::*;
|
||||
use bevy::scene::SceneInstance;
|
||||
// use bevy::utils::hashbrown::HashSet;
|
||||
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintSpawned, BlueprintSpawning};
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintSpawned, BlueprintSpawning, SpawnTrackRoot, SubBlueprintsSpawnTracker};
|
||||
use crate::{SpawnHere, Spawned};
|
||||
use crate::{
|
||||
BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||
@ -13,13 +13,14 @@ use crate::{
|
||||
|
||||
|
||||
|
||||
|
||||
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
|
||||
/// - it removes one level of useless nesting
|
||||
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
|
||||
/// - it copies the children of the blueprint scene into the original entity
|
||||
/// - it add `AnimationLink` components so that animations can be controlled from the original entity
|
||||
/// - it cleans up/ removes a few , by then uneeded components
|
||||
pub(crate) fn spawned_blueprint_post_process(
|
||||
pub(crate) fn spawned_blueprint_post_process( // rename to '
|
||||
unprocessed_entities: Query<
|
||||
(
|
||||
Entity,
|
||||
@ -28,18 +29,24 @@ pub(crate) fn spawned_blueprint_post_process(
|
||||
&BlueprintAnimations,
|
||||
Option<&NoInBlueprint>,
|
||||
Option<&Name>,
|
||||
&BlueprintInfo
|
||||
&BlueprintInfo,
|
||||
|
||||
// sub blueprint instances tracker
|
||||
Option<&SpawnTrackRoot>
|
||||
),
|
||||
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
|
||||
(With<SpawnHere>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
|
||||
>,
|
||||
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
|
||||
|
||||
mut commands: Commands,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
|
||||
) {
|
||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_info) in
|
||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_info, track_root) in
|
||||
unprocessed_entities.iter()
|
||||
{
|
||||
info!("post processing blueprint for entity {:?}", name);
|
||||
@ -105,14 +112,54 @@ pub(crate) fn spawned_blueprint_post_process(
|
||||
commands.entity(original).insert( Visibility::Visible
|
||||
);
|
||||
|
||||
// blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
|
||||
commands.entity(original)
|
||||
.insert(BlueprintSpawned)
|
||||
.remove::<BlueprintSpawning>()
|
||||
|
||||
|
||||
//
|
||||
.remove::<BlueprintReadyForPostProcess>()
|
||||
;
|
||||
|
||||
|
||||
if let Some(track_root) = track_root {
|
||||
//println!("got some root");
|
||||
if let Ok((s_entity, mut tracker, bp_info)) = trackers.get_mut(track_root.0) {
|
||||
// println!("found the tracker, setting loaded for {}", entity);
|
||||
tracker.sub_blueprint_instances.entry(original).or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(original, true);
|
||||
|
||||
// TODO: ugh, my limited rust knowledge, this is bad code
|
||||
let mut all_spawned = true;
|
||||
|
||||
for key in tracker.sub_blueprint_instances.keys() {
|
||||
let val = tracker.sub_blueprint_instances[key];
|
||||
println!("Key: {key}, Spawned {}", val);
|
||||
}
|
||||
|
||||
for val in tracker.sub_blueprint_instances.values() {
|
||||
println!("spawned {}", val);
|
||||
if !val {
|
||||
all_spawned = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if all_spawned { // TODO: move this to an other system, or "notify" the tracked root entity of the fact that all its sub blueprints have been loaded
|
||||
println!("ALLLLL SPAAAAWNED for {}", track_root.0);
|
||||
// commands.entity(track_root.0).insert(bundle)
|
||||
blueprint_events.send(BlueprintEvent::Spawned {entity: track_root.0, blueprint_name: bp_info.name.clone(), blueprint_path: bp_info.path.clone()});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if trackers.get(original).is_err() {
|
||||
// if it has no sub blueprint instances
|
||||
blueprint_events.send(BlueprintEvent::Spawned {entity: original, blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone()});
|
||||
}
|
||||
|
||||
debug!("DONE WITH POST PROCESS");
|
||||
info!("done spawning blueprint for entity {:?}", name);
|
||||
info!("done instanciating blueprint for entity {:?}", name);
|
||||
|
||||
}
|
||||
}
|
||||
|
Binary file not shown.
@ -13,7 +13,7 @@ pub fn setup_hierarchy_debug(mut commands: Commands, asset_server: Res<AssetServ
|
||||
"",
|
||||
TextStyle {
|
||||
color: LinearRgba { red: 1.0, green:0.0, blue: 0.0, alpha: 1.0}.into(),
|
||||
font_size: 20.,
|
||||
font_size: 15.,
|
||||
..default()
|
||||
},
|
||||
)
|
||||
|
@ -216,6 +216,12 @@ Bevy Side:
|
||||
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
|
||||
- [ ] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
|
||||
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
|
||||
- [ ] "blueprintInstance ready"/finished
|
||||
BlueprintAssetsLoaded
|
||||
BlueprintSceneSpawned
|
||||
BlueprintChildrenReady
|
||||
BlueprintReadyForPostProcess
|
||||
|
||||
- [ ] simplify testing example:
|
||||
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
|
||||
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
|
||||
|
@ -96,7 +96,7 @@ def test_export_complex(setup_data):
|
||||
stored_gltf_settings.write(json.dumps(gltf_settings))
|
||||
|
||||
# move the main cube
|
||||
bpy.data.objects["Cube"].location = [1, 0, 0]
|
||||
# bpy.data.objects["Cube"].location = [1, 0, 0]
|
||||
# move the cube in the library
|
||||
# TODO: add back bpy.data.objects["Blueprint1_mesh"].location = [1, 2, 1]
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user